Yupp... the framerate is hidden underneath the window with the help text.

Nice that you make it available to the community as it developes instead of holding it back until it's "finished". I Think that's the way to go. Anyway, I'm looking forward to see it progress into an actual game.

Caused by: net.java.games.jogl.GLException: Error making context current at net.java.games.jogl.impl.x11.X11GLContext.makeCurrent(X11GLContext.java: 138)

Yeah, I'm still experiencing some difficulties with Jogl. That's why the main version still uses LWJGL. :-/

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Nice that you make it available to the community as it developes instead of holding it back until it's "finished".

I'm a firm believer in pushing things out as early as possible, as long as you make it clear that it's not finished. I think the advantages (finding out if you're on the right track, and early bugreports, efficient branding) outweigh the disadvatages (people stealing your ideas, scaring people off due to ugly early builds).

Yeah, I'm still experiencing some difficulties with Jogl. That's why the main version still uses LWJGL. :-/

Hmm, could it be that you're requesting a display mode of either 32 or 16 bpp? As linux (to my knowledge at least) doesn't support changing display mode that could be a problem (most linux systems are running in 24 bpp).

Looks very good already. Maybe the sunsets could be more colourful and maybe it would look even better if you made sun appear larger when it's closer to the horizon and smaller when it's right above you (just like in real life).I also think the terrain should appear be a bit darker at night than it is now.

The LWJGL version doesn't work for me...it's the usual No-fullscreen-with-LWJGL-after-a-swing-component-has-been-used-bug (the Webstart-client in this case) that i always have, no matter what LWJGL, driver or VM version i'm using... (and that has (almost) been ignored from day one) The jogl version works but the polys are flashing when moving (looks like the depthbuffer goes crazy somehow)...here's a shot (quite large because it's a png): http://www.jpct.net/pics/buggy.png

System is a P4HT@3.2Ghz running Win XP home with an ATI Radeon 9700pro using the Cat3.5 drivers.

TNT is not supported, no. We're shooting for a target computer that has at least a GF2.

AndersDahlberg: Yeah, I thought that might happen.. It will probably go away when I clean the code up.

Mojomonkey: It's just a very basic LODed heightmap. The smallest tile size is 4x4 meters. For mesh LOD 0, each triangle pair (two tris per tile) uses a full resolution texture. For LODs 1 through 3, I produce the textures dynamically based on the terrain information. For higher (or lower, depending on your view) there's just a generic texture.The system is optimised for streaming the terrain data from the server, with full detail for the nearest 500 meters in each direction, and just basic scaled down heightmap data up to two kilometers in each direction.

I've also tweaked the random terrain generation code to put emphasis on the nodes that fit in the higher (or lower, if you prefer) LODs.

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